CRat

New Member
Oct 2, 2018
10
6
Wow. ok, ***GRINDING*** (had posted, some, but maybe this warrants more?) [BTW: Current: D51]
1) I've posted many *BUGS*/errors; (some so bad I had to restart) THOSE SHOULD TAKE PRIORITY.

2) Strength. (needed/realistic, ***TOTALLY FINE *** in this case. [CAPS SUCK, but that's anther issues!]
Say you're new, 1-2 week:
BUY GYM; 1x per Gym (go b4 or after work) [duh you're already in area anyway to WORK!) ; +2; PARK (Jogging; ) +1 that's +3 /PER DAY. It's actually really easy to this, I was hitting caps early. [current "cap" 74] (or you could do 1/day, [EASY from WORK!] 24---12 work days. )

3) Intel (same thing, if you need to, spend night @ Aunts (Int = LIB)

4) This is *RENPY*. You can always fast forward scenes/pics/etc. [but be careful! some have unique/rare content! ck hints]

5) (I'm fine w story & RPG elements)

6) "the execution of a lot of days of non-events to reach the preset date of an event is also commonly frustrating."--Mentioned in another post (I think?) but, there's a "FORWARD TIME" option, just need one to "FORWARD DAYS" [maybe "UNPAID TIME OFF" from work???]
Note that WORK, while grindy, is also worthwhile (& realistic!) since you make $$ [PROGRESS]; During this time u can also interact w co-workers; [UGH; IF REQ R MET] --->>> Would be more interesting if unique random events happened (coffee breaks?) to help make each day different.

7) "At the same time the developers are trying to tell a story and are trying to find the right combination of events and actions to convey that story. If every choice automatically advanced the story with no need to improve skills, stats, etc., then this becomes a visual novel instead of a game, and probably a lot less entertaining."---TOTALLY AGREE!

8) Gym (didn't we cover this? ) Not sure about story, but since it affects ***ENERGY*** it's an important stat to work on. [hey at least you don't have to "maintain it" like IRL!] (in this case, it affects *GAME*, story's just part of larger pic)

9) " A button that says work all day and gives you credit for 4 work sessions without the repeated work event dialogues would take the pain out of getting from Saturday to Saturday at the gym (which is required in the story, but without any good explanation for the required wait between events)."----Agreed, but as already mentioned, a realistic option [take the week off w/ pay] is an alternative---many people take time off for varies reasons----even UNPAID time off. NO NEED TO BYPASS EVENTS, & obviously, DO NOT GET PAID for time not worked. [only rarely would need to take full week off, sometimes it's only a a few days]

GRIND: Most of the "grind" in this game I'm fine w (note that already bought 1 car, saving 4 buying off-road vehicle so can do mountains.) Could actually be harder (MC's not paying any rent/mortgage/FOOD; lives w others who pay room & board!)
IS GOOD & Balanced: [so far---capped @ 74]
-Strength. [if gym boring, FF]
-Intel [don't forget, Lib;]

NOT GOOD: (mentioned elsewhere, not "grind" issue, but affects it)
-*WAY* TOO MANY DEPENDENCIES! (ie, can't do A b4 do B, etc) [either take most out, or, have clearly labeled *CHAIN* to track them! [also helps so if one is *BROKEN*, can tell dev *EXACTLY* where chain failed!]
-Quite a few bugs (see other posts!) (over 5 total, some FROZE had to restart)
-EVENT TRACKER: *HIGHLY* INCOMPLETE! (have this for immediate relatives, need for company, etc, everybody in hints. [if there's an EVENT, there should be a *HINT* and an event noted for it. [event tracker]]

This is mostly a Time-Management game
[like "High-Rise"]
TO MAKE THE MOST OF IT, MANAGE YOUR TIME WISELY. (especially 1st 50 days)


OVERALL: I don't think GRIND is bad at all for an early version. (compared 2 most, &I've done---OMG! 100+ Renpy games.)

Game does have many issues, but "GRIND" is not the 1st 2nd, or even 3rd biggest.

GOOD JOB Dev, & keep up the "Grind" [b/c hey, CODING is the *REAL* grind!!! lol]
I think we disagree about the relevance of grind. To me, grind comes from story choices a developer makes, not coding. The arguments against grinding are philosophical, not technical.

So yes, when working on code, fix the bugs first. And I agree there are plenty of them still in the game.

But I also think the philosophical issue is one the developers should be thinking about. Why, from a story perspective, are events at preset times? How does that improve a player's experience? Why do players have to repeat events many times without gaining new information or experiences (and yup, work is a real thing and yields game resources and so forth - but a single click work button allows me to work without having to use non-game mechanics to speed things up)? What is the intent of the combat system? Why do the paths to the different women seem to create different personality choices for the protagonist (friendly and caring for this one, willing to do anything to that one, etc.)? And any other questions about story lines and progress.

The developers should make the game they want to make. But if things that folks complain about are a product of thoughtless design (literally no thought given to some of the implications of the design choices) then I do think the developers should think more broadly about their choices. They have to like the consequences of their design choices, not me.

(I've played a lot of games with decent to good writing and crappy code and a smaller number with poor writing and excellent code. For me, better writing is more important than quality code until the bugs make a game unplayable. So far for me, this game is a mix on writing and buggy, but I'm still playing it. YMMV)
 
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caju

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Oct 5, 2017
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All the grind could be easily resolved.
Switch the job from full time to part time.
Change the work week to 3 days Tue,Wed,Thur (or any 3 days)
This would allow skills training and would still require work to advance the story.

You could add 3 day minimum with optional 2 days for players who choose to advance faster.
 

Sick&Alone

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Aug 30, 2020
380
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All the grind could be easily resolved.
Switch the job from full time to part time.
Change the work week to 3 days Tue,Wed,Thur (or any 3 days)
This would allow skills training and would still require work to advance the story.

You could add 3 day minimum with optional 2 days for players who choose to advance faster.
I think you totally miss the point. (or maybe you haven't played far enough?) A whole *TON* of events (DEPENDENCIES) are interwoven w events @ work---so at this point, if you did nothing else but decrease the work week, game would be *WORSE*.

*GRIND* assumes you're doing the *SAME THING* over & over again (but still making progress.)
Like raising Intel -->> 74-98; (or, working to make $$)

A *BOTTLENECK* [my biggest problem so far (previous attempts not counted)] however, is *NOT* a GRIND issue, but an issue where too many events depend upon 1 single other event. (which often Req many conditions be true @ same time). Changing the work week (or, # of days Req to work) really wouldn't help that at all.
[several people have talked about this--in various ways]
 
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Sick&Alone

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I think we disagree about the relevance of grind. To me, grind comes from story choices a developer makes, not coding. The arguments against grinding are philosophical, not technical.

...
Boy! 1st Grinding: " grind comes from story choices a developer makes"---Close, but not quite. It's *GAME* choices. (say a certain event Req stat 100) May, or may not be a part of the story.
Many games that have little or no story, still have tons of grind.

2nd, my remark RE coding [obviously you've never done any programming!] was directed towards the DEV not you or any player.
It was not intended nor should it be inferred, to be part of anything about GRIND, ****EXCEPT*** to the DEVELOPER/CREATOR [who in fact, knows just how GRINDING (yes tech here) coding can be]

"The arguments against grinding are philosophical, not technical."----from *PLAYERS* POV, I agree. [but unlike most, I try to be objective, & look at ALL SIDES]
 
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Sick&Alone

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Ok this *IS* a Grind issue: [NOTE 4 those who say "GRIND"'s biggest issue: See *BOTTLENECK @ bottom! Grind while sometimes a pain, Is fairly short in this game, & as I've mentioned elsewhere, *NOT* the biggest issue (or even 2nd biggest) GRIND, is simply something we don't like, but that takes TIME. [if game was too SHORT, most wouldn't like that either, so some things that inc time R desirable]

It's much harder/takes longer to raise Intel, than Strength.
[ST: Gym +2, Park +1]
[INTEL: *ONLY* Lib +1 (so up to 3x as much time to get = stat!) + lib has limited hours, & isn't close to work ]
Would be easier (also decrease GRIND) to have somewhere you can get +2 Intel (Online course?) [-->> OBVIOUSLY, outside work hours!]
I find far too much of my (non-working hours) is spent @ the Library!

-->> Since this also affects: 1) JOB Req, 2) [I assume] pay, & 3) dating battles, it's in some ways even more important than Strength! (but takes much longer 2 Inc!)
74-> 98 incr:
98-74=24/2= 12x @ gym
but ***24x*** [UGH!] @ lib, & given (travel) time/distance, unlike Gym, you can't do much on work days. (5 days/wk)
--->>> Part of the problem (again) is *WAAAYYY* too many Dependencies! (too many events that depend on a SINGLE event (such as promotion/getting 100 INTELLIGENCE [-->> Which REQUIRES RAISING CAP past 99] ** I count *9* [NINE] different people [& their quest-lines] bottle-necked by this *ONE* event!!!)



Sidenote: Kimmy (work) seems friendly enough, why can't you take her out (even as a FRIEND!) after work/weekends? [no sex battle needed! you already know each other!]
"Early on" (on D62 now [3rd or 4th attempt]) ie, Capped @ 74, loose all "pick up" battles (no chance) Would be nice to have someone you can do something *FUN* with! (doesn't have 2B serious GF or even "date" & not an option (they have a TON of other stuff/Req/etc) w "relatives" that you don't have 2 "fight" for & actually have a very good chance with!
[some of us get tired of the "battle of the sexes" & want a TRUE---for a while at least]
Others R possible, but either 1) WIP, or 2) REQ too high (like so many women [lol])

Eve [events] should be listed under "company" (she in in Hints, but not here)

(non-relative/work girls [don't see much])
-->> Would help to have *NAME* on map (some places have this, some don't, inconsistent); *AND*, /OR, LOCATION (in Hints---again, inconsistent, some have some don't).
-->> LOCATIONS (when go there!) should at *LEAST* have girl's name, even if she won't date you (normally clerk's etc wear name tags) Again, helps 2 know who you're talking 2

WTF?!? [I take it back (elsewhere said no penalty 4 "maint") -3 ST! ]

****UGH STUCK!****
Who do you talk to to raise "stat cap" above 99? -->> (needed to raise INTEL >100 -->> needed to... [etc check above] )
Everywhere I look, there's other dependencies!

--->>> BTW (ATTENTION DEV) this is one of those things as mentioned, *NOT* clear in help/hints. [multiple "caps", but often unclear how to raise them]
 
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Sick&Alone

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....
(I've played a lot of games with decent to good writing and crappy code and a smaller number with poor writing and excellent code. For me, better writing is more important than quality code until the bugs make a game unplayable. So far for me, this game is a mix on writing and buggy, but I'm still playing it. YMMV)
BTW, I do AGREE w most of what u said----but again, very little was actually an issue w GRINDING.
1st, Let's be clear: This is *NOT* strictly a game, nor is it strictly a VN; But there are elements of both. Good writing (story--VN) is important [& some of the script sucks, but I can live w it ] but most of the "game time" is actually spent [& by "game time" I mean *BOTH* time IRL, & "game days"] on either 1) GRINDING [ex, work] or 2) DEPENDENCIES/aka bottlenecks (things that affect grinding. These are all technical choices that the Dev makes.

Time: Having work split up (realistic) into many time slots, makes sense if you want to (realistic) do different things (maybe WORK 1 day/talk/coffee/etc [mult girls @ work] instead of just work all day.) Built-in bonus/penalty if you eat/skip lunch;

[Just an example] "Why, from a story perspective, are events at preset times?"----Again, remember this isn't *JUST* a VN. Most events revolve *NOT* around the story, but around
1) REALISTIC (ie, days/weeks/time/etc) &
2) Work/Practical &
3) DEV choices 4 "RPG" Questline (could be called "Dependencies" [but that could also include all #1-3])
None of these may actually rely, or even make sense from a "story perspective." [Comes closer if your story is that of a working man, but again, #3 often wouldn't make sense]
If you remove your "story" part, your Question is answered by #1&2. (#3 isn't needed for most)
*Glassix* is a good example. [Even more detailed times!] Every girl has a specific schedule (date/time/place) JUST LIKE IRL;

Keep in mind that you & I might disagree w Dev choices or times, etc, but that's something they set.

[I think MC should be able to eat BF & still be on time to work]

-->> This is much closer to a "Simulation" (Realistic) than nearly any VN; The more REALISTIC you get, the more many things are predetermined. (IRL you have to: Eat/Sleep/drive [travel]/work (or some way make $) /limited everything, including TIME)
 
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CRat

New Member
Oct 2, 2018
10
6
BTW, I do AGREE w most of what u said----but again, very little was actually an issue w GRINDING.
1st, Let's be clear: This is *NOT* strictly a game, nor is it strictly a VN; But there are elements of both. Good writing (story--VN) is important [& some of the script sucks, but I can live w it ] but most of the "game time" is actually spent [& by "game time" I mean *BOTH* time IRL, & "game days"] on either 1) GRINDING [ex, work] or 2) DEPENDENCIES/aka bottlenecks (things that affect grinding. These are all technical choices that the Dev makes.

Time: Having work split up (realistic) into many time slots, makes sense if you want to (realistic) do different things (maybe WORK 1 day/talk/coffee/etc [mult girls @ work] instead of just work all day.) Built-in bonus/penalty if you eat/skip lunch;

[Just an example] "Why, from a story perspective, are events at preset times?"----Again, remember this isn't *JUST* a VN. Most events revolve *NOT* around the story, but around
1) REALISTIC (ie, days/weeks/time/etc) &
2) Work/Practical &
3) DEV choices 4 "RPG" Questline (could be called "Dependencies" [but that could also include all #1-3])
None of these may actually rely, or even make sense from a "story perspective." [Comes closer if your story is that of a working man, but again, #3 often wouldn't make sense]
If you remove your "story" part, your Question is answered by #1&2. (#3 isn't needed for most)
*Glassix* is a good example. [Even more detailed times!] Every girl has a specific schedule (date/time/place) JUST LIKE IRL;

Keep in mind that you & I might disagree w Dev choices or times, etc, but that's something they set.

[I think MC should be able to eat BF & still be on time to work]

-->> This is much closer to a "Simulation" (Realistic) than nearly any VN; The more REALISTIC you get, the more many things are predetermined. (IRL you have to: Eat/Sleep/drive [travel]/work (or some way make $) /limited everything, including TIME)
Yup, we agree on a lot more about this than we don't. We disagree on some terminology, but the effect is the same. And you're right - never been a professional coder. I've done testing (unit and acceptance), I've written requirements, and other related activities but never been the coder. I never enjoyed coding enough to pursue it. And I've always been grateful that others do. And the few times I've done line by line decomposition of someone else's program to be able to correct it I've regretted letting my bosses know that I have even a hint of programming knowledge.

For me, deciding to create a simulation, vn, rpg, etc. is a writing choice first and then an implementation problem. The decisions on how a character improves is a world building/writing choice first and then an implementation. Many games (and stories) suffer from implications of the choices in the writing that show up later. (The audience's support for Luke's interest in Leia in "A New Hope" was very different in 1977 than it is today when everyone knows they're brother and sister. I sincerely doubt Lucas was trying to create a cringe moment for people watching the film again - it was just a good love triangle moment for some dramatic tension. Now, except in porn games . . .)

As a consequence, my questions in my last post are examples of the types of questions a developer should be asking about the world building/writing before a single line of code exists. The player experience of a game should be on purpose, not accidental. But if the developer mixes RPG, VN, and other elements, then the mix has to be thought through carefully because the different approaches lead to different player/reader experiences and they are not automatically compatible.

So, if the developer wants me to go to the gym 10 times because that's what makes sense, cool. I can like it, accept it, or not play the game.

Fun discussion. Thank you.
 
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Mymy

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Aug 24, 2017
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One other thing I was thinking about while playing this lately is that it seems like the game could stand a bit of rebalancing to make the battle system more important for progression and make long chains of working and/or interdependent events with each girl less important. With some rare exceptions like Ms Jackson and Cherry, the battles don't really seem to do much for you. Early on most of the battles are impossible because your stats are too low. Later the battles are pretty much all trivial because your stats are so high. So the actual battle skills have minimal impact except for the first couple of battles with Ms Jackson.

Progression is currently almost entirely dependent on your people skill and on a few specific scenes with Cherry, Ms Jackson, Tori, and Chloe that upgrades your stat cap. It would be nice to have some smaller upgrades for a wider range of scenes rather than a few big upgrades for only a few specific scenes. That give you some options to follow a less linear path if you wanted to.
BTW, I do AGREE w most of what u said----but again, very little was actually an issue w GRINDING.
1st, Let's be clear: This is *NOT* strictly a game, nor is it strictly a VN; But there are elements of both. Good writing (story--VN) is important [& some of the script sucks, but I can live w it ] but most of the "game time" is actually spent [& by "game time" I mean *BOTH* time IRL, & "game days"] on either 1) GRINDING [ex, work] or 2) DEPENDENCIES/aka bottlenecks (things that affect grinding. These are all technical choices that the Dev makes.

Time: Having work split up (realistic) into many time slots, makes sense if you want to (realistic) do different things (maybe WORK 1 day/talk/coffee/etc [mult girls @ work] instead of just work all day.) Built-in bonus/penalty if you eat/skip lunch;

[Just an example] "Why, from a story perspective, are events at preset times?"----Again, remember this isn't *JUST* a VN. Most events revolve *NOT* around the story, but around
1) REALISTIC (ie, days/weeks/time/etc) &
2) Work/Practical &
3) DEV choices 4 "RPG" Questline (could be called "Dependencies" [but that could also include all #1-3])
None of these may actually rely, or even make sense from a "story perspective." [Comes closer if your story is that of a working man, but again, #3 often wouldn't make sense]
If you remove your "story" part, your Question is answered by #1&2. (#3 isn't needed for most)
*Glassix* is a good example. [Even more detailed times!] Every girl has a specific schedule (date/time/place) JUST LIKE IRL;

Keep in mind that you & I might disagree w Dev choices or times, etc, but that's something they set.

[I think MC should be able to eat BF & still be on time to work]

-->> This is much closer to a "Simulation" (Realistic) than nearly any VN; The more REALISTIC you get, the more many things are predetermined. (IRL you have to: Eat/Sleep/drive [travel]/work (or some way make $) /limited everything, including TIME)
Yup, we agree on a lot more about this than we don't. We disagree on some terminology, but the effect is the same. And you're right - never been a professional coder. I've done testing (unit and acceptance), I've written requirements, and other related activities but never been the coder. I never enjoyed coding enough to pursue it. And I've always been grateful that others do. And the few times I've done line by line decomposition of someone else's program to be able to correct it I've regretted letting my bosses know that I have even a hint of programming knowledge.

For me, deciding to create a simulation, vn, rpg, etc. is a writing choice first and then an implementation problem. The decisions on how a character improves is a world building/writing choice first and then an implementation. Many games (and stories) suffer from implications of the choices in the writing that show up later. (The audience's support for Luke's interest in Leia in "A New Hope" was very different in 1977 than it is today when everyone knows they're brother and sister. I sincerely doubt Lucas was trying to create a cringe moment for people watching the film again - it was just a good love triangle moment for some dramatic tension. Now, except in porn games . . .)

As a consequence, my questions in my last post are examples of the types of questions a developer should be asking about the world building/writing before a single line of code exists. The player experience of a game should be on purpose, not accidental. But if the developer mixes RPG, VN, and other elements, then the mix has to be thought through carefully because the different approaches lead to different player/reader experiences and they are not automatically compatible.

So, if the developer wants me to go to the gym 10 times because that's what makes sense, cool. I can like it, accept it, or not play the game.

Fun discussion. Thank you.

Hi, guys. I really appreciate your bountiful feedbacks.


I just skimmed through most of your ideas real quick.
As soon as our January update is done, we'll definitely take time to read all of them.


Some of the ideas that I read just now are already planned to be added within a few months.
Such are:
1. Skip day (+attendance) - in areas that MC can go to bed (only during morning hours due to some technical issue)
2. We are going to get some of story event's condition to be more accessible or easier.
3. Regarding stat grind, we are going to add events to make it less dull.
4. RPG elements and the system is still on debate between us but we do have some plans for that.
5. Work attendance will be significantly less burdensome as soon as MC gets next promotion + help of one of his sidekick.



Other than that we have some other plans for the game.

For last few months (since last April), we've been working on some fundamental for the game rather than just stacking up contents to attract more patrons.


I can't reveal everything that we've been working on since there could be some changes and tweaks to those new stuff but I'll spill some of the things that are 100% sure to be added within a couple of months.

1. Some changes to UI to enhance quality.
2. 2nd layer of talk dialogues and random events to add more flavors (This might take more than just a few months...)
3. We are working on revamping all the old reward events to the current quality (more variations and triggers)
4. Removing all the unnessary black screens in all the events. (98% of existing black screens)
5. Screen fade issue that was hurting your eyes (This is almost done that it's going to be added in January update, at least most of it.)
6. More flavorful effects to stat title gaining, unlocking locations and rewards, and chapter.

All these changes + some more re-touches to the early part of the game will enhance the quality of the phase we think.
We'll eventually add chapter skip but not for a few months as for the current plan.


The battle minigame is not in our priority for now and for next few months. We can't handle everything right now due to our lack of time and ability to be honest.




We intended to make a game that is a bit slow-paced but where the characters feel more dynamic and real, and the world feels quite real and flavorful.

Although the goal remains pretty much the same so far, we do have another important goal that is to make a game that is enjoyable to a lot of you. So, we'll keep on listening to your opinions and feedbacks to make this game better.

Some of you might think that we've been stubborn with grind and pace issue.
Our initial plan was to see how gamers would feel about the pace once all the planned elements are added in the game.
However, we already agree that there needs to be some changes to the pace. (I'm not sure if we agree enough on this but we'll take more consideration on this matter for sure.)


And, we are putting some time and thoughts upon ways to reduce and manage the file size of the game but nothing has been decided yet that I don't really have much to share for the time being.






Since we are in the middle of update process, I need to get back to work that I have to say good bye for now.
But before I go, I really want to say thank you for putting your time and thoughts to give us your feedbacks.
I'll definitely take time to thoroughly read all the feedbacks of yours after the January update and share it with my friend.


We really appreciate as it helps us making a better game to play.
Not only the three of you but all the other members of this community as well.
Thanks you all. Thank you so much. I hope to see you again soon.





p.s. Sorry for not being able to respond to all of you more often. We've mostly been behind our schedule for our job and game-making since we started this project that it wasn't so easy for me to be active. Still, we'll try to make more time to communicate more. It's been hard but we have a high hope that we'll eventually make this into an enjoyable experience for many of you.
 
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Sick&Alone

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Aug 30, 2020
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Attention Dev:
Idea to save space:


Yes, animations are nice, but this thing has a *TON* of video, often where none is needed.
(example, WORK; BUS; driving; getting food out of fridge, walking through doors, walking @ night, etc)
I'd guess 70-80% of the video (anything boring/repetitive/likely to be skipped anyway) could be deleted, & if needed, replaced. (even 1 pic should be fine [yay! worked on spreadsheet! (ugh! lol)] )

Should EASILY reduce file size by 50%! (or more)

Might even help w "Grind" (feels a lot longer when you have lots of boring video....)
Keep:
-night sky (can't rem where, but 1 that has stars :) :cool: loved it!
-adult (nudity ok as pics? ) [I know many like "animated" sex]
-anything unusual. (only likely to see 1x per week/month, etc)
-TIME CLOCK (ok, this could be a pic, but important reminder that we "punched in/out")
[plus like the "fingerprint id" thingy, some of have never got to use one IRL]

Maybe some could add to this list. (just off top of head, haven't played it today, "burned out" on 2 many dependencies)
 
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Sick&Alone

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I'm still learning it (UGH! had to restart! attendance/clock problems!) but, seems to be some kind of "Quota" sys (check your reports often) As long as you work XX/YY days, & AA/BB hours, you're fine. So far, I haven't worked weekends AT ALL, (still 1st Mo) & hopefully will have more time off 2nd month; *PLUS*, it's an Energy (realistic!) sys---you have to incr you INTEL (get more $) & you STRENGTH ( get more ENERGY) etc, then you can do more B4 or after work. (UGH. don't 4get that dam punch clock!)

Keep in mind, Ver 2.1 (as of 1-2023) so many things still WIP.
So far, this isn't anywhere *NEAR* as grindy as many of the stuff out there!

Anybody (this ver) w 3+ months game time care to comment?
PS Last check (see other post, "bottlenecked" @ ~D 60+
Already commented on Errors, also some on Grind:

-->> Here's a HINT: At some point (sorry can't Rem exactly WHERE/WHEN) you can go 2 your super (Rach) & request "AFTERNOON" OFF" [note that you need to do this BEFORE lunch!]
Not only do you get the afternoon off, you don't have to punch out! (if she approves of course)

I think (?) you can do this more than 1x per week (watch your quota!) so possible take several afternoons off.
Also makes it easier to catch some events that only happen @ certain times.

If you're over D60, OR, over 100 in STATS, would love to hear from you.
 

khumak

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Oct 2, 2017
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PS Last check (see other post, "bottlenecked" @ ~D 60+
Already commented on Errors, also some on Grind:

-->> Here's a HINT: At some point (sorry can't Rem exactly WHERE/WHEN) you can go 2 your super (Rach) & request "AFTERNOON" OFF" [note that you need to do this BEFORE lunch!]
Not only do you get the afternoon off, you don't have to punch out! (if she approves of course)

I think (?) you can do this more than 1x per week (watch your quota!) so possible take several afternoons off.
Also makes it easier to catch some events that only happen @ certain times.

If you're over D60, OR, over 100 in STATS, would love to hear from you.
Raising the stat cap depends on a few specific events. First one is automatic after a day or 2 talking to Cherry. You get another one for making progress with Tori, another one for making progress with Chloe, and another for beating Ms Jackson's battle thing. That gets you to 124 stat cap. That's as far as I've gotten.
 

Sick&Alone

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Aug 30, 2020
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Raising the stat cap depends on a few specific events. First one is automatic after a day or 2 talking to Cherry. You get another one for making progress with Tori, another one for making progress with Chloe, and another for beating Ms Jackson's battle thing. That gets you to 124 stat cap. That's as far as I've gotten.
Good 2 hear from somebody! thanks!

Where are you at w Chloe?
She bottle-necked me----says I need more w Jen but Jen says need next event w Chloe;
[note that "hints" here don't match w "Events"; ]
Cherry's bottle-necked---waiting on company event (#?) Anyway, Need 100 Intel.

How many battle thingys does ms Jackson have? [done at least 1-2]

Let's try this: here my current Event #'s (4 people you mentioned)
-Cherry (Aunt) #15: Says need to finish company Event #27
-Tori: #12 [NOT bottle-necked, but is somebody waiting on her? nothing I know of]
-Chloe: #2 [Waiting -> Jen]
-Company: Says need 100 Intel; [capped @ 99]

Is there an "order of Events here" (again, not clear from help) such that you need to do A before B? [Besides Obvious--Raising Intel]
I've counted at least *9* interdependancies, maybe more. [that's a very complicated lock!]
 

Sick&Alone

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Aug 30, 2020
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Attention Dev:

Reduce Bottleneck (aka "Dependencies") idea:
Instead of having many (mostly UNKNOWN) things needed -> to unlock *ONE* thing which unlocks -> *MANY* things, [KISS! Keep It Simple Stupid (no offense)]
1 Event---Unlock more STRENGTH;
2nd Event [ANOTHER, SEPARATE one] unlock more INTEL;
3rd (again, separate & independent event) unlock better People Skill.
4th (attractiveness Event?)
-->>> THEN when get *ALL* -->> Unlock next Special power.

All 4 events are parallel (could happen @ same time or at different times) [in this scenario, would need all 4 finished to unlock *Special *Power*]
 
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khumak

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Oct 2, 2017
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Good 2 hear from somebody! thanks!

Where are you at w Chloe?
She bottle-necked me----says I need more w Jen but Jen says need next event w Chloe;
[note that "hints" here don't match w "Events"; ]
Cherry's bottle-necked---waiting on company event (#?) Anyway, Need 100 Intel.

How many battle thingys does ms Jackson have? [done at least 1-2]

Let's try this: here my current Event #'s (4 people you mentioned)
-Cherry (Aunt) #15: Says need to finish company Event #27
-Tori: #12 [NOT bottle-necked, but is somebody waiting on her? nothing I know of]
-Chloe: #2 [Waiting -> Jen]
-Company: Says need 100 Intel; [capped @ 99]

Is there an "order of Events here" (again, not clear from help) such that you need to do A before B? [Besides Obvious--Raising Intel]
I've counted at least *9* interdependancies, maybe more. [that's a very complicated lock!]
If I remember right, both Chloe and Tori's stat cap event requires that you complete the first mysterious event with Cherry. So prioritize doing her stuff until she gets to the point where she won't do anymore without progress at work. I forget which event it is with her, I think 13-15 or so. The key is the meeting with the mysterious man at the adult store after you get far enough with Cherry. Once you do that one then you can get both of the stat cap increases from Tori and Chloe.
 

Sick&Alone

Member
Aug 30, 2020
380
153
Raising the stat cap depends on a few specific events. First one is automatic after a day or 2 talking to Cherry. You get another one for making progress with Tori, another one for making progress with Chloe, and another for beating Ms Jackson's battle thing. That gets you to 124 stat cap. That's as far as I've gotten.
It's confusing. For example, sometimes things unlock (like just now) [sex battle stuff?] mostly useless, but again, since there's only 1 *KEY*, it doesn't actually increase *ANY* stat cap.
Tori's not stuck, so maybe just keep pushing her? [I don't see anything that shows she helps increase stat cap]
 

Sick&Alone

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Aug 30, 2020
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If I remember right, both Chloe and Tori's stat cap event requires that you complete the first mysterious event with Cherry. So prioritize doing her stuff until she gets to the point where she won't do anymore without progress at work. I forget which event it is with her, I think 13-15 or so. The key is the meeting with the mysterious man at the adult store after you get far enough with Cherry. Once you do that one then you can get both of the stat cap increases from Tori and Chloe.
Per perks:
I have 2nd "Mysterious Power" which = past 2nd Myst event, right? [I think ~ 1event /stat cap; 99-25=74;-25=49;]
Should mean past 2 Myst Events, & 2 stat caps. (now stuck @ 3RD one---99 [why not 100 Dev? ;-) ]

Cherry's another case [DEV NOTE] where *WAY* too many events depend on her (she's make me late 4 work many times!)

Again, from above:
"-Cherry (Aunt) #15: Says need to finish company Event #27"

Chloe: *REALLY* hard to try her very often; [Req her in Living Room, ONLY Weekdays, & ONLY 1x/day!]

Ok Jen/Mother:
-Hint says "Talk to her b4 sunset, she's somewhere in the house" [DEV: I assume thin only triggers on a certain room? If so, We need 2 know *EXACTLY* what ROOM or it's random & very hard to make it work]
I do, & keep getting +1 Relationship, but that's it.
 

khumak

Engaged Member
Oct 2, 2017
3,596
3,629
Per perks:
I have 2nd "Mysterious Power" which = past 2nd Myst event, right? [I think ~ 1event /stat cap; 99-25=74;-25=49;]
Should mean past 2 Myst Events, & 2 stat caps. (now stuck @ 3RD one---99 [why not 100 Dev? ;-) ]

Cherry's another case [DEV NOTE] where *WAY* too many events depend on her (she's make me late 4 work many times!)

Again, from above:
"-Cherry (Aunt) #15: Says need to finish company Event #27"

Chloe: *REALLY* hard to try her very often; [Req her in Living Room, ONLY Weekdays, & ONLY 1x/day!]

Ok Jen/Mother:
-Hint says "Talk to her b4 sunset, she's somewhere in the house" [DEV: I assume thin only triggers on a certain room? If so, We need 2 know *EXACTLY* what ROOM or it's random & very hard to make it work]
I do, & keep getting +1 Relationship, but that's it.
The events that say she's "somewhere in the house" are triggered when you go into that room even if the map doesn't show her in that room. So for instance if mom is in the backyard but the room the event is triggered on is the living room, when you go to the living room and do whatever it says to do there it will trigger the event with mom even though she wasn't in the room. It's a bit confusing. Just try every room if you're not sure which one to do. Same for all the girls.

Sometimes a different event with a similar trigger can preempt the one you're trying to get as well so you have to do it more than once. Or a random event. For instance a lot of girls have events that are triggered by resting in your room.
 

Sick&Alone

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Aug 30, 2020
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YEA! Maxed another 1!
(Tori: Now end of contents [4 This C] This Ver)

DEV:
Why: If u use the map to travel, shows work screen (2 monitors out of focus) ? [even if transitions R switched off]

OMG CHLOE!!! [but DEV, *REALLY REALLY* need option to say *NO* to this BITCH!]
The events that say she's "somewhere in the house" are triggered when you go into that room even if the map doesn't show her in that room. So for instance if mom is in the backyard but the room the event is triggered on is the living room, when you go to the living room and do whatever it says to do there it will trigger the event with mom even though she wasn't in the room. It's a bit confusing. Just try every room if you're not sure which one to do. Same for all the girls.

Sometimes a different event with a similar trigger can preempt the one you're trying to get as well so you have to do it more than once. Or a random event. For instance a lot of girls have events that are triggered by resting in your room.
Wait. R u telling me girls can now B 2 place @ *ONCE*?!? [like God!]

Been trying several rooms. But unless I save/scam, I assume each new time is random, right? Or does it always trigger on the same room? [front room? I assume not bath]

(Feels like playing musical chairs---w ROOMS! [GRINDING is actually -> PROGRESS; THIS, this is ridiculous! (ok at least still earning $!)])
 

Sick&Alone

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Aug 30, 2020
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(repeat)
DEV:
Why: If u use the map to travel, shows work screen (2 monitors out of focus) ? [even if transitions R switched off]
Seems 2 show up whenever Quick travel also?
 
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